Update combat handling

- Remove startcombattimer variable
- Add combatNoTimeout variable to handle a combat without a time limit
This commit is contained in:
A Man
2022-06-26 15:57:15 +02:00
parent 36f5c8707a
commit b6c7364c56
11 changed files with 122 additions and 137 deletions

View File

@@ -23,9 +23,8 @@ if (diag_tickTime - dayz_lastSave > 10) then {
};
while {(!isNull _display) && !r_player_dead} do {
_timeout = 30;
_timeout = player getVariable["combattimeout", 0];
_inCombat = (_timeout >= diag_tickTime);
_timeout = player getVariable["combatTimeout", 0];
_inCombat = (_timeout >= diag_tickTime) || (player getVariable["combatNoTimeout", 0] == 1);
_playerCheck = ({isPlayer _x} count (player nearEntities ["AllVehicles",5]) > 1);
_zedCheck = ((count (player nearEntities ["zZombie_Base",10]) > 0) && !_isPZombie);
_gearDisplay = findDisplay 106;
@@ -70,7 +69,7 @@ while {(!isNull _display) && !r_player_dead} do {
};
case (_inCombat) : {
_btnAbort ctrlEnable false;
_btnAbort ctrlSetText format["%1 (in %2)", _btnAbortText, ceil (_timeout - diag_tickTime)];
_btnAbort ctrlSetText format["%1 (in %2)", _btnAbortText,[DZE_CombatTimer,ceil (_timeout - diag_tickTime)] select ((player getVariable["combatNoTimeout", 0] == 0))];
[localize "str_abort_playerincombat",1] call dayz_rollingMessages;
if (TimeOutDisplayed) then {
_display closeDisplay 2;